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August 2, 2014
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Updates » Design
Video postmortem: Deconstructing the success of Puzzle & Dragons  
by Staff [07.11.14]
GungHo Online CEO Kazuki Morishita took the stage at GDC 2014 to give a polite, measured look back at how the game was designed to entice players while generating sustainable profit.
Smartphone/Tablet, Programming, Art, Design, Production, Video, Vault

Learning about our own universe by modeling it in Elite: Dangerous 2
by Alex Wawro [07.11.14]
The New Yorker investigates how the virtual universe generated in Elite: Dangerous based on actual astronomical data is helping us better understand our own place in the galaxy.
Console/PC, Indie, Programming, Design, Production, Business/Marketing

Interactive mountain 17
by Gamasutra Community [07.11.14]
Raph Koster on Mountain and how we relate to games: "Mountain is in some ways a direct challenge to those who see interactivity as about the playerís inner life."
Console/PC, Smartphone/Tablet, Indie, Design

Don't Miss: Let's revisit Final Fantasy X! Anyone? Exclusive 59
by Leigh Alexander [07.11.14]
Games remember who we were when we played them. Leigh Alexander revisits Final Fantasy X -- and puzzles over the lost heyday of big Japanese roleplaying games.
Console/PC, Art, Design, Exclusive

Frustration, aggression, games, and real-world violence 3
by Gamasutra Community [07.11.14]
"Much to the annoyance of many, whether video game violence causes real-world violence is a frequently studied topic in psychology. A definitive answer to this question, though, is still missing."
Console/PC, Design, Business/Marketing

Solving the indie content problem 20
by Gamasutra Community [07.11.14]
"With three main developers and a project timeframe of 12 months we need to make smart decisions about how we will create enough content for our game. I see the same problem crop up with a lot of other indie friends."
Console/PC, Indie, Design, Production

Postmortem: DC Universe Online DLC  
by Gamasutra Community [07.11.14]
"Looking back, I can proudly say that we did many things with this DLC really well... Iíll run you through a few of the strongest aspects of the DLC as well as some of the key learnings."
Console/PC, Design, Production

Blog: Monetization in the UK's #1 iOS sports game 1
by Gamasutra Community [07.11.14]
"Top Eleven is the #1 top grossing sports game in the UK today. Tomorow it is likely to stay this way. To learn from the best we have invited Nebo Radovic, the marketing manager, to talk about how Nordeus markets Top Eleven."
Smartphone/Tablet, Design, Business/Marketing, Mobile Games

Obituary: Star Wars Galaxies designer Ben Hanson 4
by Christian Nutt [07.10.14]
Gamasutra has learned that the lead content designer of Star Wars Galaxies: Jump to Lightspeed expansion has passed away.
Console/PC, Design

Don't Miss: The metrics aren't the message 26
by Laralyn McWilliams [07.10.14]
Industry veteran Laralyn McWilliams explains how a pivotal moment in her life showed her that over-reliance on analytics and player friction in games isn't the answer.
Console/PC, Social/Online, Smartphone/Tablet, Design, Production, Business/Marketing

GDC Next debuts talks on Adrift and the value of failing fast  
by GDC Staff [07.10.14]
GDC organizers debut talks from industry veteran Laralyn McWilliams and Adr1ft developer Adam Orth for the future-focused GDC Next show, which will be held in Los Angeles this November.
Console/PC, Social/Online, Indie, Art, Design, Production, GDC Next

6 things I learned from indie development 11
by Gamasutra Community [07.10.14]
"In making Bain's Redemption, I came into the project as a programmer. Eventually, I found myself doing design, business, marketing, and even some art."
Console/PC, Indie, Programming, Art, Design, Production, Business/Marketing

GDC Europe 2014 adds Below, Assassin's Creed talks  
by GDC Staff [07.10.14]
Designers from Capybara Games and Ubisoft join the lineup of speakers exploring the art and business of games at GDC Europe 2014 this August in Cologne.
Console/PC, Indie, Art, Design, Production, Business/Marketing, GDC Europe

Are badges really all that? 24
by Gamasutra Community [07.10.14]
"Badges are cool if they make the player look at the game another way and encourage exploration. But badges are not so cool if they're for lots of repetitive actions (like clicking a button) or paying money into the game."
Console/PC, Indie, Design

The best bits from Cliff Bleszinski's Reddit chat 17
by Christian Nutt [07.09.14]
Today, Cliff Bleszinski took to Reddit for an "ask me anything" session, and shared his perspective on the industry and the thinking behind his plans for his new studio and new game, BlueStreak.
Console/PC, Indie, Design, Production, Business/Marketing

Video: Vlambeer's experience developing Nuclear Throne in public 2
by Staff [07.09.14]
Vlambeer cofounders Jan Willem Nijman and Rami Ismail took the stage during the GDC 2014 Independent Games Summit to talk about what they'd learned from livestreaming development of Nuclear Throne.
Console/PC, Indie, Design, Production, Business/Marketing, Video, Vault

Don't Miss: Can joy be more 'adult' than violence? Exclusive 28
by Leigh Alexander [07.09.14]
"Adult content" rules commercial games -- but repetitive, blistering violence gets dull. Honeyslug's Ricky Haggett and Funomena's Robin Hunicke look at joy, as an alternative quality of mature games.
Console/PC, Indie, Programming, Art, Design, Exclusive

Blog: Gameplay and the balance cult 11
by Gamasutra Community [07.09.14]
"There is, in my view, a very valuable aspect to imbalance; furthermore, balance is not as easily quantifiable as you might think -- as there are often multivariate levels that contribute to balance."
Console/PC, Indie, Design

Microsoft says it hasn't abandoned retail Xbox One dev kit plans 7
by Alex Wawro [07.09.14]
UPDATE Microsoft says statements made today by an Xbox representative that the company has "no plans" to make retail Xbox One units capable of functioning as development kits are inaccurate.
Console/PC, Design, Production, Business/Marketing

How Tearaway's emphasis on imperfection made the game more personal 1
by Mike Rose [07.09.14]
Rex Crowle, lead creator on Media Molecule's Tearaway, says that by highlighting the imperfections of papercraft, he and his team were able to make a more personal game.
Console/PC, Art, Design